Um, i could be very wrong about this but shouldnt u order the hatchery to select larvae and then train? (Or something around those lines) cause technically hatchery doesnt have train zergling button O_o just a thought
I was originally doing that, but iv changed everything to use veterancy behaviour so i have less triggers going. So i need to change the unit data fields on enemies, not add xp :/
I have a pretty standard quad with a slightly better graphics card and i still get the editor doing its own thing whenever it wants. Changing between data type gives me a few second hang time (and i use table view) so i doubt upgrading would make a difference. O_o
Couldnt find a thread on this topic, but i just want to know if any1 knows how to alter the kill xp of units via triggers so i can make it dependant on number of players playing. Else if one person ever plays my map he is going to kill the first boss and be OVER 9000!!
OMP. I have to thank you a ton load Zanam00. Never had to clue about the debugger until i saw it on the front page. I decided to give it a try and found about 4 sloppy triggers that were runaway trigger hundreds of times for stupid reasons. ^.^
I love mini games :D Iv played a ton but if you dont mind remaking old ideas i would recommend downloading and playing Lost Temple and Uther Party (war3) esp Uther. They had very fun games (Uther has like over 65 games!!)
Simply create a trigger which runs on Unit Constructed, Condition unit is equal to command card unit, Event Set tech for Command card upgrade = 1 for player, triggering player. Then turn off current trigger
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Hump de bump (chillies)
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I thank you for ur tutorials; although all i used was the custom script command >.< still, you showed me it existed
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Map looks very fun :D i always did like cat vs mouse
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Um, i could be very wrong about this but shouldnt u order the hatchery to select larvae and then train? (Or something around those lines) cause technically hatchery doesnt have train zergling button O_o just a thought
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Real men dont need excuses to upgrade; they just do it cause they can! (and to brag) :P
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I was originally doing that, but iv changed everything to use veterancy behaviour so i have less triggers going. So i need to change the unit data fields on enemies, not add xp :/
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I have a pretty standard quad with a slightly better graphics card and i still get the editor doing its own thing whenever it wants. Changing between data type gives me a few second hang time (and i use table view) so i doubt upgrading would make a difference. O_o
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Couldnt find a thread on this topic, but i just want to know if any1 knows how to alter the kill xp of units via triggers so i can make it dependant on number of players playing. Else if one person ever plays my map he is going to kill the first boss and be OVER 9000!!
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sumcom 1's gameplay is atleast 10times better than supcom light (2). Iv seen a replay of this custom map and looks intersting :)
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This isnt exactly a new thing >.> im used to not restarting my comp for this reason
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Well done everyone who posted. They all look good. Wish i had done one :O
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OMP. I have to thank you a ton load Zanam00. Never had to clue about the debugger until i saw it on the front page. I decided to give it a try and found about 4 sloppy triggers that were runaway trigger hundreds of times for stupid reasons. ^.^
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My editor has them :O make sure that you have the right dependancies enabled i.e. the campaign one
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I love mini games :D Iv played a ton but if you dont mind remaking old ideas i would recommend downloading and playing Lost Temple and Uther Party (war3) esp Uther. They had very fun games (Uther has like over 65 games!!)
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Simply create a trigger which runs on Unit Constructed, Condition unit is equal to command card unit, Event Set tech for Command card upgrade = 1 for player, triggering player. Then turn off current trigger